this will help I solved my problem. Turns out I didn't set a color before doing the textured quad so whenever i changed the color of the other quad this color is changing as well, so setting the color before binding the texture worked.
wish help you to fix your issue I'm trying to draw out two textured triangles to make a square using a VBO containing the coordinates on the screen and coordinates of the texture and an IBO with the indices. However I'm running into a problem. Without using a shader I get the correct size and position of the two triangles but no texture no matter how I try. With a shader I get a texture but the triangle is wrong size, in the wrong position and not using the texture coordinates in any way. , I can see a couple of issues:
I wish this help you You're missing an ambient component to your lighting, which emulates second order (and higher) reflections you would get in real life, but can't get directly in a rasterizer. Not sure why you are squaring a_Color in your fragment shader. This will definitely make things darker because all values are between 0 and 1; e.g. 0.1^2 == 0.01. Remember that your dot product might be negative, so you want to clamp out negative diffuse components (e.g. no light intensity on surfaces which are facing away from the light).
How to programmatically alpha fade a textured object in OpenGL ES 1.1 (iPhone)